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Shakra Trees

Tier 1 unlocks cost = 1 Shakras

Tier 2 unlocks cost = 2 Shakras

Tier 3 unlocks cost = 3 Shakras

Tier 4 unlocks cost = 4 Shakras

Tier 5 unlocks cost = 5 Shakras

Image
Tree
Title
Ability / Perk / Unlock
Stacks?
Requirements
Battle
Strong Back
Personal inventory can be increased by 1 slot
N / A
Battle
Strong Back 2
Personal inventory can be increased by 1 slot
N / A
Battle
Pulverize Module
Before your attack on an enemy you can declare the use of pulverize. Make your attack against an enemy as normal, and then, regardless of enemies armour rating, you will do an automatic 4 health damage to the enemy you targeted. In addition, all other enemies and your crewmates will receive an automatic 2 health damage regardless of shield rating
N / A
Battle
Martyr Module
Grants you a Martyr module. When equipped on your xenosuit, You can now choose to stand in place of one of your allies when they receive life support damage. You will take the damage hit to your life support in their place.
N / A
Battle
Bolster Strength
Gain an immediate +2 to your strength skill
N / A
Battle
2nd Chance Strength Module
If you fail a strength check, you may now make a second attempt at it
N / A
Battle
2nd Chance Determination Module
If you fail a determination check, you may now make a second attempt at it
N / A
Battle
Critical Hit Module C Class
Grants you a critical hit module. When equipped on your xenosuit, Unlocks criticals. You may roll 1d20 after each attack you make. If at any time you roll a 20, then your last attack will be instantly doubled.
NO
Battle
Rage Module C Class
Grants you a rage module. When equipped on your xenosuit, adds +1 to your attack rating
NO
Battle
Super Criticals Module
When installed on your xenosuit alongside a critical hit module, it will drastically increase the damage output. If at any time you roll a 20, then your last attack will be instantly tripled as opposed to being doubled
N / A
Battle
Critical Hit Module B Class
Grants you a critical hit module. When equipped on your xenosuit, Unlocks criticals. You may roll 1d20 after each attack you make. If at any time you roll a 20, then your last attack will be instantly doubled. The B Class module allows you to make 2 rolls of the 1d20
NO
You must have first unlocked the C Class module, which can be sold when you unlock this one.
Cybernetics
Integrated Nanotech Injection Port
Allows you to inject nanocores directly into your 'bloodstream' for various purposes, such as healing wounds, enhancing physical abilities, or even temporary camouflage.
N / A
Cybernetics
Neural Interface Implant alpha
Allows direct interfacing between you and level 1 security access Zenerdyne computers, terminals, beacons and other Zenerdyne containers and items
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Eyes alpha
Adds laser cutter capability to your eyes. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 7
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Hearing Implants alpha
Adds implants that increase your surveillance skill by 1 point
N / A
Integrated Nanotech Injection Port.
Cybernetics
Bionic Arm Casing alpha
Increase inventory slots by 2. Add +1 strength to skill points
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Limbs alpha
Artificial limbs that provide you with the capability to integrate alpha grade humecha weapons or tools
N / A
Integrated Nanotech Injection Port.
Cybernetics
Occular Implants
Implants that allow you to access and potentially bypass certain biometric scanners
N / A
Integrated Nanotech Injection Port.
Cybernetics
Subdermal Implant alpha
Implants that provide you with the capability to integrate alpha-grade humecha armour attachments
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Brain Enhancement alpha
Improves the units overall learning, understanding, and capacity. Add +1 to any skill
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Respiratory Implant
This integration allows you to swim, walk through, and traverse in and through waterways by coating your body in a waterproof alloy
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Heart alpha
Increases your life support by 2 points
N / A
Integrated Nanotech Injection Port.
Cybernetics
Neurostimulation Implant alpha
You can temporarily increase any skill out of combat by 2 points for 5 minutes Costs 1 nanocore
N / A
Integrated Nanotech Injection Port.
Cybernetics
Reflex Enhancers alpha
You can increase one of the following by 1 point: Athleticism Luck Speed
N / A
Integrated Nanotech Injection Port.
Cybernetics
Voice Modulation
Allows you to modulate your voice or even mimic other voices, useful for disguise, access to certain areas and communication
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Neural Firewall alpha
Prevents level 1 cyber attacks from enemies, cameras, and other security features
N / A
Integrated Nanotech Injection Port.
Cybernetics
Melee Weapon Integration alpha
Implant that allows you to attach alpha-grade humecha melee weapons
N / A
Integrated Nanotech Injection Port.
Cybernetics
Energy Weapon Integration alpha
Implants that allow you to generate and discharge energy from your body. You can now use alpha-grade humecha energy attachments
N / A
Integrated Nanotech Injection Port.
Cybernetics
Rocket Port Capacity Base 1
You now have the capacity to carry two internal rockets
N / A
Integrated Nanotech Injection Port.
Cybernetics
Internal Rocketry
Implant that allows you to add alpha-grade humecha rockets as long as you have unlocked rocket port capacity base 1, 2, or 3
N / A
Integrated Nanotech Injection Port.
Cybernetics
Cybernetic Datasphere C Class Implant
Grants you a datasphere C Class add-on. Allows you to read / view / or listen to any C Class datacores that you may come across. Without this technology, datacores must be ignored and discarded
N / A
Integrated Nanotech Injection Port.
Cybernetics
Chameleon Post-production Implant alpha
When you install this, you will no longer suffer from the -5 stealth disadvantage that all Humecha begin with
N / A
Integrated Nanotech Injection Port.
Cybernetics
Muscle Augmentation alpha
Increase strength skill by 1 point
N / A
Integrated Nanotech Injection Port.
Cybernetics
Poison Shield Generator
Create a field of protection around you and your crewmates for the remainder of the fight. Ensures that your biological crewmates cannot be poisoned during this fight. Costs 1 nanocore
N / A
Integrated Nanotech Injection Port.
Cybernetics
Holographic Projector alpha
You can now project a holographic image that shuts down security cameras for 2 player movements / turns Costs 1 nanocore
N / A
Integrated Nanotech Injection Port.
Cybernetics
Self-destruct Sequencer alpha
When you are reduced to 1 health point, you may initiate a self-destruct. This will damage all enemies health directly with 15 points of damage, ignoring their armour rating completely. Will also damage all crewmates by 3 points of health. This terminates you completely, depending on your chosen rules, this may remove your character from the game
N / A
Integrated Nanotech Injection Port.
Cybernetics
Nano Swarm Attack
Attack your enemies by launching a swarm of cell-destroying nanobots. You can launch as many nanobots as you want during your turn. The more nanobots released, the greater the damage. You can for example spend 3 nanocores which unleashes enough nanobots to deal 9 points of direct health damage. This damage can be split between targets or directed at just one. The choice is yours. Costs 1 nanocore = 3 direct health damage you can split between enemies
N / A
Integrated Nanotech Injection Port.
Cybernetics
Thermal Regulation
You now receive no damage in extreme temperatures, whether extremely cold or extremely hot and can navigate these areas comfortably
N / A
Integrated Nanotech Injection Port.
Cybernetics
Radiation Regulation
You now receive no radiation damage and can navigate highly irradiated areas comfortably
N / A
Integrated Nanotech Injection Port.
Cybernetics
Neural Interface Implant beta
Allows direct interfacing between you and Level 2 Security access Mecka-Tec computers, terminals, beacons and other Mecka-Tec containers and items
N / A
Integrated Nanotech Injection Port. Requires neural interface implant alpha
Cybernetics
Cybernetic Eyes beta
Adds laser cutter capability to your eyes. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 12
N / A
Integrated Nanotech Injection Port. Requires Cybernetic eyes alpha
Cybernetics
Cybernetic Hearing Implants beta
Adds improved implants that increase your surveillance skill by 1 point
N / A
Integrated Nanotech Injection Port. Requires cybernetic hearing implants alpha
Cybernetics
Bionic Arm Casing beta
Increase carry capacity by a further 4. Add +1 strength to skill points
N / A
Integrated Nanotech Injection Port. Requires bionic arm casing alpha
Cybernetics
Cybernetic Limbs beta
Artificial limbs that provide you with the capability to integrate beta-grade weapons or tools
N / A
Integrated Nanotech Injection Port. Requires cybernetic limbs alpha
Cybernetics
Subdermal Implant beta
Implants that provide you with the capability to integrate beta-grade armour attachments.
N / A
Integrated Nanotech Injection Port. subdermal implant alpha
Cybernetics
Cybernetic Brain Enhancement beta
Further improves the units overall learning, understanding, and capacity. Add +1 to any skill
N / A
Integrated Nanotech Injection Port. cybernetic brain enhancement alpha
Cybernetics
Cybernetic Heart beta
Increases your max life support by a further 2 points
N / A
Integrated Nanotech Injection Port. cybernetic heart alpha
Cybernetics
Reflex Enhancers beta
You can increase 1 of the following by one point: Athleticism Luck Speed
N / A
Integrated Nanotech Injection Port. reflex enhancers alpha
Cybernetics
Cybernetic Neural Firewall beta
Prevents level 2 cyber attacks from enemies, cameras, and other security features
N / A
Integrated Nanotech Injection Port. cybernetic neural firewall alpha
Cybernetics
Melee Weapon Integration beta
Implant that allows you to attach humecha beta-grade melee weapons
N / A
Integrated Nanotech Injection Port. melee weapon integration alpha
Cybernetics
Energy Weapon Integration beta
Implants that allow you to generate and discharge energy from your body. You can now use humecha beta-grade energy attachments
N / A
Integrated Nanotech Injection Port. energy weapon integration alpha
Cybernetics
Rocket Port Capacity Base 2
You now have the capacity to carry four internal rockets
N / A
Integrated Nanotech Injection Port. rocket port capacity base 1
Cybernetics
Internal Rocketry beta
Implant that allows you to add beta-grade humecha rockets as long as you have unlocked rocket port capacity base 1, 2, or 3
N / A
Integrated Nanotech Injection Port. rocket port capacity base 1, 2, or 3
Cybernetics
Cybernetic Datasphere B Class Upgrade
Grants you an upgrade for your datasphere C Class. Allows you to read / view / or listen to any C Class and B Class datacores that you may come across. Without this technology, datacores must be ignored and discarded
N / A
Integrated Nanotech Injection Port. cybernetic datasphere c class implant
Cybernetics
Chameleon Post-production Implant beta
Increase stealth skill by 1 point
N / A
Integrated Nanotech Injection Port. chameleon post-production implant alpha
Cybernetics
Muscle Augmentation beta
Increase strength skill by 1 point
N / A
Integrated Nanotech Injection Port. muscle augmentation alpha
Cybernetics
Holographic Projector beta
You can now project a holographic image that shuts down security cameras for 4 player movements / turns Costs 1 nanocore
N / A
Integrated Nanotech Injection Port.
Cybernetics
Self-destruct Sequencer beta
When you are reduced to 1 health point, you may initiate a self-destruct. This will damage all enemies health directly with 25 points of damage, ignoring their armour rating completely. Will also damage all crewmates by 6 points of health. This terminates you completely, depending on your chosen rules, this may remove your character from the game
N / A
Integrated Nanotech Injection Port. self-destruct sequencer alpha
Cybernetics
Self-repairing Nanite Module alpha
Unlocks a self-repairing nanite module. When you return to your ship, you will restore your life support to 50% of its total
N / A
Integrated Nanotech Injection Port.
Cybernetics
Neural Dampener Module
Reduces all incoming enemy attacks by 1
N / A
Integrated Nanotech Injection Port.
Cybernetics
Neural Interface Module gamma
Allows direct interfacing between you and Level 3 Security access Mecka-Tec computers, terminals, beacons and other Mecka-Tec containers and items
N / A
Integrated Nanotech Injection Port. neural interface implant beta
Cybernetics
Cybernetic Eyes gamma
Adds laser cutter capability to your eyes. You can now laser cut rocks, certain door latches and other items in the world with the correct prompt. This module has laser strength rating of 17
N / A
Integrated Nanotech Injection Port. Cybernetic eyes beta
Cybernetics
Cybernetic Hearing Implants gamma
Adds improved hearing implants that increase your surveillance skill by 1 point
N / A
Integrated Nanotech Injection Port. cybernetic hearing implants beta
Cybernetics
Bionic Arm Casing gamma
Increase inventory slots by a further 4. Add +1 strength to skill points
N / A
Integrated Nanotech Injection Port. bionic arm casing beta
Cybernetics
Cybernetic Limbs gamma
Artificial limbs that provide you with the capability to integrate gamma-grade humecha weapons or tools
N / A
Integrated Nanotech Injection Port. cybernetic limbs beta
Cybernetics
Subdermal Implant gamma
Implants that provide you with the capability to integrate gamma-grade humecha armour attachments
N / A
Integrated Nanotech Injection Port. subdermal implant beta
Cybernetics
Cybernetic Heart gamma
Increases your max life support by a further 2 points
N / A
Integrated Nanotech Injection Port. cybernetic heart beta
Cybernetics
Cybernetic Neural Firewall gamma
Prevents level 3 cyber attacks from enemies, cameras, and other security features
N / A
Integrated Nanotech Injection Port. cybernetic neural firewall beta
Cybernetics
Melle Weapon Integration gamma
Implant that allows you to attach gamma-grade humecha melee weapons
N / A
Integrated Nanotech Injection Port. melee weapon integration beta
Cybernetics
Energy Weapon Integration gamma
Implants that allow you to generate and discharge energy from your body. You can now use gamma-grade humecha energy attachments
N / A
Integrated Nanotech Injection Port. energy weapon integration beta
Cybernetics
Rocket Port Capacity Base 3
You now have the capacity to carry six internal rockets
N / A
Integrated Nanotech Injection Port. rocket port capacity base 2
Cybernetics
Internal Rocketry gamma
Implant that allows you to add gamma-grade humecha rockets as long as you have unlocked rocket port capacity base 1, 2, or 3
N / A
Integrated Nanotech Injection Port. rocket port capacity base 1, 2, or 3
Cybernetics
Cybernetic Datasphere A Class Upgrade
Grants you an upgrade for your datasphere. Allows you to read / view / or listen to any C Class, B Class, or A Class datacores that you may come across. Without this technology, datacores must be ignored and discarded
N / A
Integrated Nanotech Injection Port. Requires cybernetic datasphere c class implant to have been upgraded to B Class
Cybernetics
Chameleon Post-production Implant gamma
Increase stealth skill by 1 point
N / A
Integrated Nanotech Injection Port. chameleon post-production implant beta
Cybernetics
Muscle Augmentation gamma
Increase strength skill by 1 point
N / A
Integrated Nanotech Injection Port. muscle augmentation beta
Cybernetics
Holographic Projector gamma
You can now project a holographic image that shuts down security cameras for 6 player movements / turns Costs 1 nanocore
N / A
Integrated Nanotech Injection Port.
Cybernetics
Self-repairing Nanite Module beta
Unlocks a self-repairing nanite module that is built into your ship at no cost to inventory space. When you return to your ship, you will restore 100% of your life support every time.
N / A
Integrated Nanotech Injection Port. self-repairing nanite module ( alpha )
Healer
Cure Module
Out of combat you can now cure crewmates who are suffering from poison ailments. Cost of 20 essence per ailment cured
N / A
Healer
Healing Module C Class
Out of combat you can heal your crewmates health. Only works on biological crewmates. Costs 10 essence per 1 life support point restored
NO
Healer
Ward Module C Class
Cast ward on anyone during your turn and that targets damage received will be reduced by 1 point. This action is nullified when the crewmate has been attacked. Costs 10 essence
NO
Healer
Legion Module
Cast Legion during your turn and you and all crewmates will receive a temporary shield boost of +1 until the end of the fight. Costs 50 essence and can only be used once per fight
N / A
Healer
Reflect Module C Class
Cast only on yourself during your turn. Reflects 1 point of health damage back to the attacking enemy IF you receive life support damage. Costs 25 essence, lasts only one turn
NO
Healer
Healing Module B Class
Out of combat you can heal your crewmates health. Only works on biological crewmates. cost of 8 essence per 1 life support point restored
NO
Healing 1
Healer
Ward Module B Class
Cast ward on anyone during your turn and that targets damage received will be reduced by 2 points. This action is nullified when the crewmate has been attacked. costs 10 essence
NO
Ward 1
Healer
Light Bending Module
Cast on yourself only during your turn. Requires stealth check of 15 or the action fails. If successful, you will be invisible to all enemies for the next three turns. When its time for an enemy to attack you, they will instead move to the next player in the sequence. During those three turns, you cannot attack the enemy, however you may still use items, potions etc Costs 50 essence per attempt
N / A
Healer
Reflect Module B Class
Cast only on yourself during your turn. Reflects 2 points of damage back to the enemy only If you received life support damage. Costs 50 essence, lasts only one turn
NO
Reflect 1
Healer
Stealth Jacket Module
You can now cast Stealth Jacket on crewmates only during your turn. Does not work on mechanical crewmates. Requires your teammate to pass a mentality check of 15 or the action fails and your turn is over. If successful, your crewmate will be invisible to all enemies for the next two turns. When its time for an enemy to attack them, they will instead move to the next player in the sequence. During those two turns, they cannot attack the enemy, however they may still use items, potions etc Costs 50 essence per attempt
N / A
Healer
Angel of Fortune Module
Unlock health criticals. You may roll 1d20 each time you've been attacked by an enemy. If you roll a 20, then the enemy attack will instantly be halved.
N / A
Healer
Healing Module A Class
During and / or out of combat you can heal your crewmates life support. Only works on biological crewmates Costs 6 essence per 1 health point restored
N / A
Healing 2
Healer
Healing Module S Class
During and / or out of combat you can heal your crewmates health. Only works on biological crewmates. Costs 4 essence per 1 health point restored
N / A
Healing 3
Healer
Apprentice Healer
You can trade 300 essence for one skill point. One time only
N / A
Healer
Adept Healer
You can trade 300 essence for one skill point. One time only
N / A
Apprentice Healer
Healer
Expert Healer
You can trade 300 essence for one skill point. One time only
N / A
Adept Healer
Healer
Accomplished Healer
You can trade 300 essence for one skill point. One time only
N / A
Expert Healer
Healer
Angel of Death Module
During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then all enemies in the encounter will die instantly. Costs 50 essence per attempt
N / A
Healer
Angel of Life Module
During combat, for your turn you may attempt the impossible. You may roll 1d20. If you roll a 20, then you and all crewmates will instantly heal to full life support. Only works on biological crewmates. Costs 50 essence per attempt
N / A
Healer
Angel of Peace Module
When not in combat, you may attempt the impossible. You may roll 1d20. If you roll a 20, then you and all crewmates will instantly restore all life support. Only works on biological crewmates Costs 50 essence per attempt
N / A
Herbalist
Small Health Potions
You can now craft small health potions. ( see potion crafting table for information ) Quick look: These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 1 life support
N / A
Herbalist
Small Potion of Protection
You can now craft small potions of protection. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 1. Effects end once attacked
N / A
Herbalist
Small Potion of Poison
You can now craft small poison potions. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass: A xenobiology check of 20 & a Medical check of 16. If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 1 point after each round of attacks. If the checks fail then the potion didn't work and your turn is over. Doesn't work on enemies that are immune to poison
N / A
Herbalist
Alchemy 101
Add one skill point to alchemy
N / A
Herbalist
Flora Scanner Module C Class
When you see the flora scanner symbol, you can interact with it
NO
Herbalist
Alchemist Travel Module C Class
You can now carry 4 ingredient stacks at a cost of one inventory slot with this module installed
NO
Herbalist
Olde Earth Herbology
You can now craft items from the recipe book "Olde Earth Herbology"
N / A
Herbalist
Medium Health Potion
You can now craft medium health potions. ( see crafting table for information ) Quick look: These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 2 to your life support
N / A
small health potion to be unlocked first
Herbalist
Medium Potion of Protection
You can now craft medium potions of protection. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 2. Effects end once attacked
N / A
small potion of protection
Herbalist
Medium Potion of Poison
You can now craft medium poison potions. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat, when you use one, it will only prove potent enough if you pass: A xenobiology check of 16 & a Medical check of 12. If successful, you will poison the target enemy. This will do direct damage to the health of the enemy by 2 points after each round of attacks. If the checks fail then the potion didn't work and your turn is over
N / A
small potion of poison
Herbalist
Flora Scanner B Class
When you see the flora scanner symbol, you can interact with it. You will gain an additional +1 of each ingredient
NO
Herbalist
Alchemy 101 2nd edition
Add one skill point to alchemy
N / A
Herbalist
Alchemists Travel Module B Class
You can now carry 6 ingredient stacks at a cost of one inventory slot with this module installed
NO
Can only be upgraded from Alchemist travel module C Class
Herbalist
Herbal Essences
You can now create and craft items from the book "Herbal Essences"
N / A
Herbalist
Perfect Zen
For every 10 ingredients bought from Zenbot, you will gain an extra 5 of the same type for free
NO
Herbalist
Large Health Potion
You can now craft large health potions. ( see crafting table for information ) Quick look: These potions can be used any time out of combat, or used as your turn in combat. Instantly restores 3 health
N / A
medium health potion to be unlocked first
Herbalist
Large Potion of Protection
You can now craft large potions of protection. ( see potion crafting table for information ) Quick look: These potions can be used as your turn in combat. Whichever crewmate you use it on will benefit from having the next attack directed at them reduced by 3. Effects end once attacked
N / A
medium potion of protection
Herbalist
Flora Scanner A Class
When you see the flora scanner symbol, you can interact with it. You will gain an additional +2 of each ingredient
NO
Herbalist
Alchemy in Essence
You can now create and craft items from the book "Alchemy in essence"
N / A
Herbalist
Alchemy 101 Final Edition
Add one skill point to alchemy
N / A
Herbalist
Alchemists Travel Module A Class
You can now carry 8 ingredient stacks at a cost of one inventory slot with this module installed
NO
Can only be upgraded from Alchemist travel module B Class
Herbalist
Crate of Ingredients
An ingredients crate is now yours
N / A
Herbalist
Flora Scanner S Class
When you see the flora scanner symbol, you can interact with it. You will gain an additional +3 of each ingredient
NO
Herbalist
Alchemists Travel Module S Class
You can now carry 10 ingredient stacks at a cost of one inventory slot with this module installed
NO
Can only be upgraded from Alchemist travel module A Class
Herbalist
Alchemists Travel Module P Class
You can now carry all ingredient stacks at a cost of one inventory slot with this module installed
NO
Can only be upgraded from Alchemist travel module S Class
Mechanist
Recycling Module C Class
Grants the ability to loot machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos. This grants you four rolls from the loot table that is presented to you at the time
NO
Mechanist
1L Water Purifier Module
Grants you a 1 litre water purifier module. You can now equip this module into your xenosuit. With this module installed, any contaminated water sources can now be used to fill the module with purified water. You can install as many water purifiers as you want providing you have the technology slots available
YES
Mechanist
Engineers Handbook
Increase your engineering skill by 1 point
N / A
Mechanist
EMP Pistol C Class
EMP pistols shut down C Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached can target C Class security cameras only
YES
Mechanist
Datasphere Module C Class
Allows you to read / view / or listen to any C Class datacores that you may come across. The Datasphere module can be equipped alongside other datasphere classes, as B Class can't access C Class etc. Having this installed in your xenosuit allows you to view C Class only
YES
Mechanist
The Fixer Module
Grants the ability to repair machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos, providing that the option to repair is available
N / A
Mechanist
Humecha Repair Module C Class
Grants the ability to heal your crewmates life support out of combat. Only works on Humecha crewmates. Costs 1 circuitry per 1 life support point restored OR Costs 1 circuit board per 5 life support point restored
NO
Mechanist
Recycling Module B Class
Grants the ability to loot machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos. This grants you six rolls from the loot table that is presented to you at the time
NO
Requires you to trade in Recycling Module C Class
Mechanist
Advanced Engineering
Increase your engineering skill by 1 point
N / A
Mechanist
EMP Pistol B Class
Grants you a B Class EMP pistol module. EMP pistols shut down B Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached to your utility gun can target B Class security cameras only
YES
Mechanist
Datasphere Module B Class
Grants you a datasphere B Class module. Allows you to read / view / or listen to any B Class datacores that you may come across. The Datasphere module can be equipped alongside other datasphere classes, as B Class can't access C Class etc. Having this installed in your xenosuit allows you to view B Class only
YES
Mechanist
Humecha Repair Module B Class
Grants the ability to heal your crewmates life support out of combat. Only works on Humecha crewmates Costs 1 circuitry per 2 life support points restored OR Costs 1 circuit board per 10 life support points restored
NO
Mechanist
Mechanist Module
You can now equip the mechanist module. This can be installed alongside the B Class recycling module to grant you additional rolls. When installed to your Xenosuit, this module grants the ability to loot machines, cyborgs, humecha, gen 1 and gen 2 that you find across the cosmos. This grants you an additional three rolls from the loot table that is presented to you at the time
NO
Mechanist
Master of Engineering
Increase your engineering skill by 1 point
N / A
Mechanist
EMP Pistol A Class
Grants you a A Class EMP pistol module. EMP pistols shut down A Class security cameras for 2 player movements / turns. They require EMP bullets. This pistol module when attached to your utility gun can target A Class security cameras only
YES
Mechanist
Datasphere Module A Class
Grants you a datasphere A Class module. Allows you to read / view / or listen to any A Class datacores that you may come across. The Datasphere module can be equipped alongside other datasphere classes, as B Class can't access C Class etc. Having this installed in your xenosuit allows you to view A Class only
YES
Mechanist
Humecha Repair Module A Class
Grants the ability to heal your crewmates life support out of combat. Only works on Humecha crewmates Costs 1 circuitry per 3 life support points restored OR Costs 1 circuit board per 15 life support points restored
NO
Mechanist
Small Turret
You can now build a small turret that will fight alongside you. It will act as any other crewmate or companion. Once defeated, the turret will be destroyed, but you can always build another. Note:- Only one turret can be deployed per fight. As with all other inventory, small turrets can be stacked in one inventory slot. Turret stats: Attack: Does 1 direct health damage to any one enemy Health: 1 Required to build each turret: Circuitry x 10 Circuit board x 1 Power Core x 1
N / A
Mechanist
Large Turret
You can now build a large turret that will fight alongside you. It will act as any other crewmate or companion. Once defeated, the turret will be destroyed, but you can always build another. Note:- Only one turret can be deployed per fight. As with all other inventory, large turrets can be stacked in one inventory slot. Turret stats: Attack: Does 2 direct health damage to any one enemy Health: 5 Required to build each turret: Circuitry x 15 Circuit board x 2 Power Core x 1
N / A
Mechanist
Battle Turret
You can now build a battle turret that will fight alongside you. It will act as any other crewmate or companion. Once defeated, the turret will be destroyed, but you can always build another. Note:- Only one turret can be deployed per fight. As with all other inventory, battle turrets can be stacked in one inventory slot. Turret stats: Attack: Does 2 direct health damage to all enemies Health: 10 Required to build each turret: Circuitry x 20 Circuit board x 3 Power Core x 1
N / A
Mechanist
EMP Pistol Upgrade Module
When this module is installed alongside any EMP pistol modules, it will double the effectiveness of the pistol. So rather than an EMP pistol module shutting down security for 2 player movements / turns, it will shut them down for 4 instead
N / A
Mechanist
2L Water Purifier Module
Grants you a 2 litre water purifier module. You can now equip this module into your xenosuit. With this module installed, any contaminated water sources can now be used to fill the module with purified water. You can install as many water purifiers as you want providing you have the technology slots available
YES
Medical
Small Health Pack
You can now craft small health packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 3 life support
N / A
Medical
Small Reflect Pack
You can now craft small reflect packs. ( see crafting table for information ) Quick look: These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 16. Reflects 1 point of damage back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence
N / A
Medical
Small Speed Pack
You can now craft small speed packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +1 to speed check rolls
N / A
Medical
Paralysis Pack
You can now craft small paralysis packs. ( see crafting table for information ) Quick look: These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 16. If successful, you will paralyze the target enemy and it will miss its next turn, regardless of who it is due to attack next
N / A
Medical
Small Cure Poison Pack
You can now craft small cure poison packs. ( see crafting table for information ) Quick look: These packs can be used only outside of combat. Instantly cures poisons only
N / A
Medical
Medical Fortitude Pack
You can now craft small medical fortification packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +1 to medical & science check rolls
N / A
Medical
Medical Research
Grants you 1 medical skill point
N / A
Medical
Medium Health Pack
You can now craft medium health packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 6 life support
N / A
Requires small health pack to be unlocked first
Medical
Medium Reflect Pack
You can now craft medium reflect packs. ( see crafting table for information ) Quick look: These packs can be used as your turn in combat, when you use one, it will only prove potent enough if you pass a xenobiology check of 12. If successful then 2 damage is reflected back to the enemy when you are next attacked, this directly affects the enemies health, ignoring all defence
N / A
Requires small reflect pack to be unlocked first
Medical
Medium Speed Pack
You can now craft medium speed packs. ( see crafting table for information ) Quick look: These potions can be used any time in or out of combat to grant you a one time +2 to speed check rolls
N / A
Requires small speed pack to be unlocked first
Medical
Medium Cure Poison Pack
You can now craft medium cure poison packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly cures poisons only
N / A
Requires small cure poison pack to be unlocked first
Medical
Medium Medical Fortitude Pack
You can now craft medium medical fortification packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +2 to medical & science check rolls
N / A
Requires small medical fortitude pack to be unlocked first
Medical
Advanced Medical Research
Grants you 1 medical skill point
N / A
Medical
Large Health Pack
You can now craft large health packs. ( see crafting table for information ) Quick look: These packs can be used any time out of combat, or used as your turn in combat. Instantly restores 10 life support
N / A
Requires medium health pack to be unlocked first
Medical
Large Speed Pack
You can now craft large speed packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +3 to speed check rolls
N / A
Requires medium speed pack to be unlocked first
Medical
Large Medical Fortitude Pack
You can now craft large medical fortification packs. ( see crafting table for information ) Quick look: These packs can be used any time in or out of combat to grant you a one time +4 to medical & science check rolls
N / A
Requires small medical fortitude pack to be unlocked first
Medical
Forbidden Medical Research
Grants you 2 medical skill points
N / A
Medical
Medical Supply Crate
The contents of a medical supply crate are yours
N / A
Medical
Medical Supply Discount 1
Save 10% off all medical supplies at Zenbot
N / A
Medical
First Aid Kit
You now have a first aid kit. This kit requires one inventory slot, however, when carried, it allows you to store 5 ( medical ) items at no cost to your inventory slot
N / A
Medical
Medical Supply Crate
The contents of a medical supply crate are yours
N / A
Medical
Medical Supply Discount 2
Save 20% off all medical supplies at Zenbot
N / A
Must unlock medical supply discount 1
Medical
First Aid Bag
You now have a first aid bag. This bag requires one inventory slot, however, when carried, it allows you to store 10 ( medical ) items at no cost to your inventory slot, of course as with all inventory, multiples of medical items / supplies can be stacked into one space
N / A
First aid kit required first as it is sewn onto the bag
Medical
First Aid Bot
You now have a first aid bot. This bot requires one inventory slot, however, when carried, it allows you to store 15 ( medical ) items at no cost to your inventory slot, of course as with all inventory, multiples of medical items / supplies can be stacked into one space
N / A
First aid bag required
Merchant
Credit Pouch
You instantly gain 30 credits
N / A
Merchant
Credit Pouch
You instantly gain 30 credits
N / A
Merchant
Credit Pouch
You instantly gain 30 credits
N / A
Merchant
50% Off Voucher
Take 50% off the cost of any one item sold by Zenbot. This voucher can only be used once, and on one item only
N / A
Merchant
Merchant Training 1
Instantly gain 1 skill point to mercantile
N / A
Merchant
Charismatic 1
Instantly gain 1 skill point to charisma
N / A
Merchant
Middle Man
You can now buy on behalf of crewmates, but any items bought for crewmates in this way are subject to a die roll by the other crewmate. They must roll a 1d20 and sacrifice that amount to the Zenbot regardless of whether it works out better or worse
N / A
Merchant
Credit Card
You instantly gain 40 credits
N / A
Merchant
Credit Card
You instantly gain 40 credits
N / A
Merchant
Credit Card
You instantly gain 40 credits
N / A
Merchant
Zenbot 5%
Permanent 5% discount off all Zenbot items
N / A
Merchant
Merchant Training 2
Instantly gain 1 skill point to mercantile
N / A
Merchant
Charismatic 2
Instantly gain 1 skill point to charisma
N / A
Merchant
Traders Tongue
10% discount off all all non-Zenbot traders you meet throughout the galaxy
N / A
Merchant
Credit Cache
You instantly gain 60 credits
N / A
Merchant
Credit Cache
You instantly gain 60 credits
N / A
Merchant
Credit Cache
You instantly gain 60 credits
N / A
Merchant
Zenbot 10%
Permanent 10% discount off all Zenbot items. Replaces 5% discount
N / A
Zenbot 5%
Merchant
Loyalty Rewarded 1
Help yourself to any ONE item sold by Zenbot for free
N / A
Merchant
Merchant Training 3
Instantly gain 1 skill point to mercantile
N / A
Merchant
Charismatic 3
Instantly gain 1 skill point to charisma
N / A
Merchant
Loyalty Rewarded 2
Help yourself to any ONE item sold by Zenbot for free
N / A
Psychology
Bribery Module C Class
When given the choice in dialogue, you can attempt to bribe the target by rolling a 6 using a 1d6. Install on xenosuit
NO
Psychology
Intimidation Module C Class
When given the choice in dialogue, you can attempt to intimidate the target by rolling a 6 using a 1d6.Install on xenosuit
NO
Psychology
Persuasion Module C Class
When given the choice in dialogue, you can attempt to persuade the target by rolling a 6 using a 1d6. Install on xenosuit
NO
Psychology
Charismatic Eloquence
Increase charisma by 1 skill point
N / A
Psychology
Diplomatic Charm
Increase diplomacy by 1 skill point
N / A
Psychology
Bribery Module B Class
When given the choice in dialogue, you can attempt to bribe the target by rolling a 1 or a 6 using a 1d6. Install on xenosuit
NO
Psychology
Intimidation Module B Class
When given the choice in dialogue, you can attempt to intimidate the target by rolling a 1 or a 6 using a 1d6. Install on xenosuit
NO
Psychology
Persuasion Module B Class
When given the choice in dialogue, you can attempt to persuade the target by rolling a 1 or a 6 using a 1d6. Install on xenosuit
NO
Psychology
Mentality
Increase mentality by 1 skill point
N / A
Psychology
2nd Chance Mentality Module
If you fail a mentality check, you may now make a second attempt at it
N / A
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